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Dixi

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  1. "Aah.. Um..." For a full minute, Ivy did not know what to say. She glanced at Ellu, back at her boots, then carefully took out the gifts not sure what to do with them. "Um," repeated she, "thank you?" Ivy put on her boots, tucked candies in her backpack and winked at Clank. "I like the service here!" Declared she, leaving the facility.
  2. Question about equipment: can we sell/buy what we have got with the starting pack? I'd like to downgrade my armour and, if possible, buy Thieves' tools. (In case Sable will make it in to the game, of course)
  3. SABLE NIGHTSHADE Tiefling Ranger 1 AC: 17 | HP: 12/12 | Maneuver DC: 14 | Passive Perception/Insight: 15/13 Spell Slots: 1st, 2nd | Spell Attack: | Spell DC: DM Inspiration: 0/1 Once Wrin stopped describing the suspicious activity in the ruins - no! even earlier, as soon as she mentioned Gauntlight! - Sable knew this was it. The time has come for the final ultimate test. Either she is a true ranger and explorer, or she can as well go home to milk the goats. Even if Wrin did not ask to, she would go to see for herself. "Does anyone else know about it?" she asked, looking at the merchant intently. "Please, let it be still a secret!" It's not like Sable was afraid of competitors - after all, there was a group of them here already - but she wanted to be the first one to step in. Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  4. SABLE NIGHTSHADE Tiefling Ranger 1 Age 23 Height 5 feet 6 inches Weight 135 pounds Size Medium Culture Villager Background: Ruin Delver VITALS HIT POINTS 12 HIT DICE 1 (1d10+2) ARMOR CLASS 17 (Hide armour) SPEED 30 ft. MANEUVER DC 14 PERCEPTION 15 (passive) IMMUNITIES None INSIGHT 13 (Passive) RESISTANCES Fire VULNERABLE None SKILLS & SAVES STRENGTH 10 (0) Athletics 0 STR Save* +2 DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +3, Stealth* +6, Dexterity Save* +6 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 12 (+1) Arcana +1, History* +3, Investigation +1, Nature +1, Religion +1 Intelligence Save +1 WISDOM 13 (+1) Animal Handling* +3, Culture +1, Insight +1, Medicine +1, Perception* +3, Survival* +3 Wisdom Save +1 CHARISMA 11 (+0) Deception +0, Intimidation +0 (verbal), Performance +0, Persuasion +0 Charisma Save +0 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armour, medium armour, shields Weapons Simple weapons, martial weapons Tools Herbalism kit, thieve's tools Senses Darkvision 60 ft. Languages Common, Dwarven ARCHTYPE: TBD www.levelup5e.com EQUIPMENT Longbow and 20 arrows, scimitar x2, hide armor, thieves' tools, dungeoneer’s pack (a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it) (138gp all together). Maximum Supply: 10 Maximum Bulk: 1 Carry: 150 lbs BACKGROUND: RUIN DELVER Ability Score Increases: +1 to Dexterity and one other ability score (chose Constitution). Skill Proficiencies: Acrobatics and History. Tool Proficiencies: Thieves' Tools Languages: One language of your choice. (Dwarven) Feature: Ruins Intuition You have an uncanny sense for navigating through ruins and understanding their layout. You can find paths through rubble and collapsed structures that others would miss. When you make an Intelligence (Investigation) or Wisdom (Perception) check related to the structure or history of ruins, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus. Cat Fall: You have honed your reflexes to land gracefully from falls. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level. Connection: You have a mentor who is an experienced delver of ancient sites. They have taught you much about the dangers and rewards of such places, and you share a goal to one day fully explore the Gauntlight. Memento: A small, ancient coin from a long-lost civilization you found in one of the smaller ruins. It’s your good luck charm and a reminder of the mysteries waiting to be uncovered. DESTINY: EXELLENCE Some are fated to be the best, the apex, the pinnacle of their craft that all others aspire to. Such perfection demands single-minded determination, unending resolve and focus, and the luck of innate talent. Those destined for Excellence impact the world—often at the cost of countless sacrifices along the way. SOURCE OF INSPIRATION Failure. Every failed attempt is a chance for growth and each time you fall you stand up stronger. You gain inspiration whenever the Narrator calls for you to make an ability check, attack roll, or and the final result of the d20 roll is a natural 1. FULLFILLMENT FEATURE A Technique Perfected. You have achieved the apex in at least some small area of mortal ability. Choose an ability score, combat tradition, or school of magic. Ability Score: When you make an ability check using the chosen ability score and can add your proficiency bonus, you gain an expertise die. Combat Tradition: Attacks you make using combat maneuvers from this tradition gain a +2 bonus to attack and damage rolls. School of Magic: When you cast a spell from this school of magic, your spell save DC is treated as 2 higher and you gain a +2 bonus on any spell attack roll it requires. INSPIRATION FEATURE Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 12 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Scimitar. Melee weapon attack: +6 to hit, defensive (light), dual-wielding, finesse. Hit: 1d6+4 slashing damage. Longbow. Ranged weapon attack: +6 to hit, heavy, range 150/600, two-handed. Hit: 1d8+4 piercing damage. Unarmed. Melee weapon attack: +6 to hit. Hit: 1 bludgeoning damage. Two-Weapon Fighting Opportunity Attack SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom| Spell Save DC 1X | Spell Attack +X CANTRIPS P (V, S). You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds in a 10-foot radius and dim light for an additional 10 feet. The spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 1ST-LEVEL (X Slots) 2ND-LEVEL (X Slots) FEATS & FEATURES HERITAGE GIFT (TIEFLING) Immortal Blessing. Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to zero hit points, you are instead reduced to one hit point. You cannot use this feature again until you have finished a long rest. Hellish Resistance. You have resistance to fire damage. Infernal Legacy. You know the produce flame cantrip. Once you reach 3rd level, you can cast arcane riposte (fire damage only) once per long rest. At 5th level, you can cast heat metal without material components once per long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES (RANGER) Familiar Terrain. You are particularly adept at travelling and surviving in natural environments. When making an Intelligence or Wisdom check related to any natural terrain, you gain an expertise die if using a skill you're proficient in. While travelling in any natural terrain, you gain the following benefits: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling you remain alert to danger. Your passive Perception increases by 2. • If you are travelling alone, you can move stealthily at a normal pace. • When you Hunt and Gather, you find twice as much Supply as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Studied Adversary. You have significant experience studying, tracking, hunting, and even communicating with your enemies. Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two humanoid heritages (such as gnolls and orcs) as studied adversaries. You have advantage on Survival checks to track your studied adversaries, as well as on ability checks to recall information about them. You also learn to communicate with basic words in a language of your choice that is spoken by your studied adversaries, if they speak one at all. During a long rest, you can replace a current studied adversary with a new one. EXPLORATION Guide. While travelling, when you would have a failure or critical failure for a Scout journey activity, you succeed instead, and you can Scout while engaged in any other journey activity. Ear to the Ground. By expending 1 minute remaining stationary, using sound and vibrations alone, until you move or take an action you are able to deduce information up to 30 feet in every direction, as if using blindsight or tremorsense. APPEARANCE Sable has a striking appearance with silver skin that seems to shimmer in the moonlight and golden eyes that shine with curiosity. Her snow-white hair is usually pulled back and tied into a practical short braid. She stands about 5'6" with a lean, athletic build, typical for a ranger accustomed to traversing rough terrain. Her usual attire is a blend of leather and dark cloth, designed for stealth and protection, with a long hooded cloak for concealment. A pair of horns curve subtly back from her forehead, adding to her distinct silhouette. BACKSTORY Sable Nightshade grew up on the outskirts of Otari, in a small locality that on the map (should it be even labelled there) is marked as part of the town, yet, feels more like a village. Her parents disappeared while exploring ancient ruins when Sable was still very young and her grandmother took the girl in. The old woman had a house and a few goats, knew something about the herbs and was strictly against any adventuring, trying her best to raise Sable as a decent villager girl. But the young tiefling (granma was sure Sable's look was the punishment to her mother for meddling with ruins and artifacts) much preferred tales of ancient battles and legendary treasures, spending more time with her father's old friend a one-armed dwarf Oluff Bang than milking goats and selling dairy. Oluff taught her all he could about ruins exploration and Sable declared it her destiny. She will become the best explorer the town (or maybe even the continent!) will ever know. Better than founders! She learned the ways of the forest and became adept at navigating the wilderness, tracking, and hunting. As she grew older, she began exploring the ruins scattered around Otari's hinterlands. However, her main goal was the Gauntlight. She was convinced there was something in there and saw the thorough exploration of the eery ruin as her self-declared right of passage. Meanwhile, Sable became a regular supplier of unusual trinkets and relics to Wrin Sivinxi, whom she felt akin to both due to ancestry and shared love for everything strange and mysterious. When Wrin summoned Sable and other adventurers to discuss a peculiar light she had seen around Gauntlight, Sable took it as a sign that the time to test herself had come. She was ready to answer the call! ALLIES & ORGANIZATIONS Oluff Bang - old friend of parents, mentor. Wrin Sivinxi - merchant, friend, employer. FOLLOWERS & STRONGHOLDS
  5. PC Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 "You are quite knowledgeable in many ... unexpected fields," remarked Allera politely while still looking around. Nothing popped up but she liked that feeling of a "second vision" and thought the effect of soft glowing of her own eyes under the spell quite intriguing too. She squinted at the lever. "We do need to rest but... would you be able to hold your curiosity for so long? Not sure I can. Of course, we can spend time in speculations what is behind the door." Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Your one free object interaction goes here.
  6. PC Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 Allera did not try to search for something in particular but instead moved along the room to check if anything was giving away the magical aura. Her first stop was by Thodin to look at the suspicious spots. But she intended to cover the whole room eventually. Mechanics Main Hand: Empty Off Hand: Empty Action: "Detect Magic" as a ritual. Bonus Action: Move: Manipulate: Your one free object interaction goes here.
  7. The barman lost Ivy at the "new crops". She was a city girl after all. Whatever the man expected her to say, she could not do it - Ivy completely spaced out. The idea that all speech could be some code to separate those who are allowed to see Arcanist from those who could not simply did not cross her mind. "Yeah, thanks. We have a package for her. We'll catch her in her house then. Bye!" Ivy turned to the exit where she could be happily reunited with her boots.
  8. Second that notion - really enjoyable recap. Very interesting to see how the story turned with our choices!
  9. PC Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 Allera studied the bas-relief. "Architect... Probably. Though those people were also inventors and used magic. I wonder why they lived underground... And how come no one above knew about them." The room looked safe enough and she fully agreed that it was a good place to take a rest. "Give me a few minutes I will check if some magic is left around here." She risked sitting on the bed-resembling stone and concentrate on the spell summoning magical vision. Then looked around to see if anything changed. Mechanics Main Hand: Empty Off Hand: Empty Action: "Detect Magic" as a ritual. Bonus Action: Move: Manipulate: Your one free object interaction goes here.
  10. Armor Class 14Chainmail | HP: 15/15 | Abilities STR 9 INT 14 WIS 9 DEX 11 CON 10 CHA 17 +1 | Saving ThrowsDeath & Poison 13 Wands 14 Paralysis or Petrification 13 Breath Attacks 16 Spells, Rods, Staves 15 WIS vs Magic 0 |WeaponsCrossbow 1d6; Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed Hand Axe 1d6; Melee, Missile +1 / -1 to hit (5’–10’ / 11’–20’ / 21’–30’) | Skills & AbilitiesAnti Charm - allies within 30' immune to sound based effects if playing and singing music Enchantment - can fascinate 6HD of people within 30', after 1 Turn they may be charmed Bard Lore - 2 in 6 chance to know tales or legends Spells - may memorize 2 spells per day from the following list: Animal Friendship, Detect Danger, Entangle, Faerie Fire, Invisibility to Animals, Locate Plant or Animal, Predict Weather, Speak with Animals Languages: Norse & English |SpellsAnimal Friendship: Duration: Permanent Range: 10’ The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save versus spells: ▶▶ If the save succeeds: The animal is not affected by the magic and behaves normally. ▶▶ If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns. Once the binding is complete: The animal behaves as follows: ▶▶ Follow: It will follow the caster wherever they go. ▶▶ Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell. ▶▶ Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train. Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time. Detect Danger: Duration: 6 turns (outdoors), otherwise 3 turns Range: 5’ per level The caster can concentrate to detect dangers within range. ▶▶ Areas: Scanning a 10’ × 10’ area takes one turn. ▶▶ Creatures: Scanning a creature takes one round. ▶▶ Objects: Scanning a small object (e.g. a chest, weapon, etc.) takes one round. Larger objects take longer. After scanning: The caster knows whether the area, creature, or object poses a danger to their person. This knowledge distinguishes between immediate dangers and potential dangers. Entangle: Duration: 1 turn Range: 80’ All plants present in a 20’ radius area within range bend and twist, entangling creatures inside the area. ▶▶ Saving throw: Each creature in the affected area may save versus spells. ▶▶ If the save fails: The creature is entangled and cannot move. ▶▶ If the save succeeds: The creature is able to move through the entangled area at half its normal movement rate. Faerie Fire: Duration: 1 turn Range: 60’ Selected objects or creatures in range are outlined with a lambent, green fire. ▶▶ Targets: The caster must be able to perceive or detect the targets. ▶▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. ▶▶ Harmless: The faerie fire does not cause damage. ▶▶ Counters invisibility: The flickering fire makes invisible targets visible. ▶▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. Invisibility to Animals: Duration: 1 turn Range: The caster or a creature touched This spell renders the subject undetectable to all senses (smell, sight, hearing) of non-magical animals and able to wander among them completely unnoticed. Locate Plant or Animal: Duration: 6 turns Range: 120’ The caster can sense the direction (but not distance) of a non-magical, non-sentient plant or animal of a chosen type. The spell has two uses: 1. Named species: Locating a plant or animal of a named species. In this case, the nearest plant or animal of that species is located. 2. Individual: Locating a specific plant or animal which the caster can clearly visualise in all aspects. Predict Weather: Duration: Instant Range: 1 mile diameter per level The caster gains accurate knowledge of the weather within range over the next 12 hours. Speak with Animals: Duration: 6 turns Range: 30’ The caster can communicate with one type of animal within range when the spell is cast. ▶▶ Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted. ▶▶ Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required). ▶▶ Services: If an animal is friendly toward the caster, it may perform some favour or service. | EncountersInitiative: +0 NPC Reaction: +1 | ItemsChainmail Handaxe Crossbow + 20 bolts Lyre Rope about 15' Backpack: tinderbox, 1 torch, waterskin, 2 days ration |MoneyGP: 5 SP: CP: EP: PP: "If it comes to it." Ozemur nodded and lighted a new torch. Then added in Angolish: Ozemur was not sure the man understood the words, but was still convinced he did not need any encouragement anyway. The grating sound echoed through the corridors and the skald froze in place listening. He did not move letting Yngvildr search quietly first. OOC .
  11. "We are here to see Whitefire Arcanist". Ivy did not allow herself to be distracted. She left her little boots at the entrance and now periodically glanced back to be sure no one mistook them for some doll's clothes and took them away. Finally, curiosity got the better of her and stopped guarding the boots and asked. "You have a festival?"
  12. Armor Class 14Chainmail | HP: 15/15 | Abilities STR 9 INT 14 WIS 9 DEX 11 CON 10 CHA 17 +1 | Saving ThrowsDeath & Poison 13 Wands 14 Paralysis or Petrification 13 Breath Attacks 16 Spells, Rods, Staves 15 WIS vs Magic 0 |WeaponsCrossbow 1d6; Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed Hand Axe 1d6; Melee, Missile +1 / -1 to hit (5’–10’ / 11’–20’ / 21’–30’) | Skills & AbilitiesAnti Charm - allies within 30' immune to sound based effects if playing and singing music Enchantment - can fascinate 6HD of people within 30', after 1 Turn they may be charmed Bard Lore - 2 in 6 chance to know tales or legends Spells - may memorize 2 spells per day from the following list: Animal Friendship, Detect Danger, Entangle, Faerie Fire, Invisibility to Animals, Locate Plant or Animal, Predict Weather, Speak with Animals Languages: Norse & English |SpellsAnimal Friendship: Duration: Permanent Range: 10’ The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save versus spells: ▶▶ If the save succeeds: The animal is not affected by the magic and behaves normally. ▶▶ If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns. Once the binding is complete: The animal behaves as follows: ▶▶ Follow: It will follow the caster wherever they go. ▶▶ Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell. ▶▶ Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train. Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time. Detect Danger: Duration: 6 turns (outdoors), otherwise 3 turns Range: 5’ per level The caster can concentrate to detect dangers within range. ▶▶ Areas: Scanning a 10’ × 10’ area takes one turn. ▶▶ Creatures: Scanning a creature takes one round. ▶▶ Objects: Scanning a small object (e.g. a chest, weapon, etc.) takes one round. Larger objects take longer. After scanning: The caster knows whether the area, creature, or object poses a danger to their person. This knowledge distinguishes between immediate dangers and potential dangers. Entangle: Duration: 1 turn Range: 80’ All plants present in a 20’ radius area within range bend and twist, entangling creatures inside the area. ▶▶ Saving throw: Each creature in the affected area may save versus spells. ▶▶ If the save fails: The creature is entangled and cannot move. ▶▶ If the save succeeds: The creature is able to move through the entangled area at half its normal movement rate. Faerie Fire: Duration: 1 turn Range: 60’ Selected objects or creatures in range are outlined with a lambent, green fire. ▶▶ Targets: The caster must be able to perceive or detect the targets. ▶▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. ▶▶ Harmless: The faerie fire does not cause damage. ▶▶ Counters invisibility: The flickering fire makes invisible targets visible. ▶▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. Invisibility to Animals: Duration: 1 turn Range: The caster or a creature touched This spell renders the subject undetectable to all senses (smell, sight, hearing) of non-magical animals and able to wander among them completely unnoticed. Locate Plant or Animal: Duration: 6 turns Range: 120’ The caster can sense the direction (but not distance) of a non-magical, non-sentient plant or animal of a chosen type. The spell has two uses: 1. Named species: Locating a plant or animal of a named species. In this case, the nearest plant or animal of that species is located. 2. Individual: Locating a specific plant or animal which the caster can clearly visualise in all aspects. Predict Weather: Duration: Instant Range: 1 mile diameter per level The caster gains accurate knowledge of the weather within range over the next 12 hours. Speak with Animals: Duration: 6 turns Range: 30’ The caster can communicate with one type of animal within range when the spell is cast. ▶▶ Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted. ▶▶ Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required). ▶▶ Services: If an animal is friendly toward the caster, it may perform some favour or service. | EncountersInitiative: +0 NPC Reaction: +1 | ItemsChainmail Handaxe Crossbow + 20 bolts Lyre Rope about 15' Backpack: tinderbox, 1 torch, waterskin, 2 days ration |MoneyGP: 5 SP: CP: EP: PP: "He will come with us." Ozemur studied the man thoughtfully with sadness in his eyes. " I think he will follow even we try to leave him behind. After all the horrors he saw and no doubt experienced." Then he added in English OOC .
  13. Ah! So, Discord is officially part of the game. Ok, no ropes.
  14. Ivy's eyes flickered as the elderly woman spoke. The unexpected enthusiasm for weapons and their tales was sudden but curious. Personally, Ivy had always preferred to keep her tools simple and unassuming, but as she listened to her companions talk about their own weapons, she couldn't help but feel a sense of curiosity herself. When it was her turn, she hesitated for a moment. Sharing personal details, especially about her tools of the trade, was a new and somewhat uncomfortable experience. However, the warmth in Lausa's eyes and the genuine interest she showed made it easier for Ivy to open up, if only a little. "I don't name my tools," she began slowly. "To me, they're just a means to an end. A lockpick's a lockpick, and a blade's a blade." She shrugged, a hint of a smirk playing at the corner of her lips. "As for who made them, I couldn't tell you. Most of my gear is... acquired along the way." She glanced down at her belt, where a set of sleek, well-used lockpicks rested in a small leather pouch. Her dagger, a simple but finely crafted piece with a black hilt, was tucked securely at her side, while the magic one was well hidden and not to be discussed. "These have served me well," she said, patting the pouch lightly. "They've opened a lot of doors—sometimes literally." The mention of the Whitefire Arcanist returned her attention to more important things. Delivering the package was their primary objective, and she was eager to complete it. Ivy gave Lausa a nod of thanks. "Thanks for the tip," she said. "We'll be sure to mention your name." With a quick glance at her companions, she gestured toward the village center. "Let's find this Whitefire Arcanist," she suggested. "The sooner we deliver this package, the better." The bustling village around them was inviting, but Ivy knew better than to let her guard down completely. Even in a place as seemingly safe as Hush, danger could lurk just around the corner. But for now, she embraced the warm atmosphere and the promise of a new challenge ahead.
  15. "two 10-foot patches of brown mold" is 20ft. A rope (we do have a rope?) is 50. Should be enough to wrap around an egg and try to pull, no?
  16. Armor Class 14Chainmail | HP: 15/15 | Abilities STR 9 INT 14 WIS 9 DEX 11 CON 10 CHA 17 +1 | Saving ThrowsDeath & Poison 13 Wands 14 Paralysis or Petrification 13 Breath Attacks 16 Spells, Rods, Staves 15 WIS vs Magic 0 |WeaponsCrossbow 1d6; Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed Hand Axe 1d6; Melee, Missile +1 / -1 to hit (5’–10’ / 11’–20’ / 21’–30’) | Skills & AbilitiesAnti Charm - allies within 30' immune to sound based effects if playing and singing music Enchantment - can fascinate 6HD of people within 30', after 1 Turn they may be charmed Bard Lore - 2 in 6 chance to know tales or legends Spells - may memorize 2 spells per day from the following list: Animal Friendship, Detect Danger, Entangle, Faerie Fire, Invisibility to Animals, Locate Plant or Animal, Predict Weather, Speak with Animals Languages: Norse & English |SpellsAnimal Friendship: Duration: Permanent Range: 10’ The caster approaches a neutral-aligned beast of animal intelligence with a piece of food that it finds attractive. The animal must save versus spells: ▶▶ If the save succeeds: The animal is not affected by the magic and behaves normally. ▶▶ If the save fails: The animal waits quietly while the caster performs a binding ritual lasting 6 turns. Once the binding is complete: The animal behaves as follows: ▶▶ Follow: It will follow the caster wherever they go. ▶▶ Leaving the animal: The animal will not harm the caster, but if it is left alone for more than three days during the first three months, it reverts to its natural behaviour, ending the spell. ▶▶ Training: During the first three months, the animal may be trained to perform up to six simple tricks (depending on its intelligence). Each trick takes one week to train. Maximum animal companions: Up to 2HD of animals per level of the caster may be befriended by this spell at any one time. Detect Danger: Duration: 6 turns (outdoors), otherwise 3 turns Range: 5’ per level The caster can concentrate to detect dangers within range. ▶▶ Areas: Scanning a 10’ × 10’ area takes one turn. ▶▶ Creatures: Scanning a creature takes one round. ▶▶ Objects: Scanning a small object (e.g. a chest, weapon, etc.) takes one round. Larger objects take longer. After scanning: The caster knows whether the area, creature, or object poses a danger to their person. This knowledge distinguishes between immediate dangers and potential dangers. Entangle: Duration: 1 turn Range: 80’ All plants present in a 20’ radius area within range bend and twist, entangling creatures inside the area. ▶▶ Saving throw: Each creature in the affected area may save versus spells. ▶▶ If the save fails: The creature is entangled and cannot move. ▶▶ If the save succeeds: The creature is able to move through the entangled area at half its normal movement rate. Faerie Fire: Duration: 1 turn Range: 60’ Selected objects or creatures in range are outlined with a lambent, green fire. ▶▶ Targets: The caster must be able to perceive or detect the targets. ▶▶ Size of targets: If the caster is below 5th level, a single object or creature of approximately human size (or smaller) can be affected. At 5th level, two human-sized targets or one target up to 10’ tall can be affected. At 10th level, three human-sized targets or one target up to 15’ tall can be affected. At 14th level, four human-sized targets or one target up to 20’ tall can be affected. ▶▶ Harmless: The faerie fire does not cause damage. ▶▶ Counters invisibility: The flickering fire makes invisible targets visible. ▶▶ In low light conditions: Attacks on targets gain a +2 bonus to hit. Invisibility to Animals: Duration: 1 turn Range: The caster or a creature touched This spell renders the subject undetectable to all senses (smell, sight, hearing) of non-magical animals and able to wander among them completely unnoticed. Locate Plant or Animal: Duration: 6 turns Range: 120’ The caster can sense the direction (but not distance) of a non-magical, non-sentient plant or animal of a chosen type. The spell has two uses: 1. Named species: Locating a plant or animal of a named species. In this case, the nearest plant or animal of that species is located. 2. Individual: Locating a specific plant or animal which the caster can clearly visualise in all aspects. Predict Weather: Duration: Instant Range: 1 mile diameter per level The caster gains accurate knowledge of the weather within range over the next 12 hours. Speak with Animals: Duration: 6 turns Range: 30’ The caster can communicate with one type of animal within range when the spell is cast. ▶▶ Type of animal: Ordinary animals or giant versions of ordinary animals may be targeted. ▶▶ Questions: The caster can ask questions of and receive answers from animals of the chosen kind, although the spell doesn’t make animals any more friendly or cooperative than normal (a reaction roll may be required). ▶▶ Services: If an animal is friendly toward the caster, it may perform some favour or service. | EncountersInitiative: +0 NPC Reaction: +1 | ItemsChainmail Handaxe Crossbow + 20 bolts Lyre Rope about 15' Backpack: tinderbox, 1 torch, waterskin, 2 days ration |MoneyGP: 5 SP: CP: EP: PP: "I see someone moving!" Ozemur walked straight to the figure, cowering in the corner. "More like shivering." He leaned forward letting the light of the torch illuminate the figure. "Who are you?" The torch cracked and Ozemur glanced back. "We have more of this? Might need to replace this one very soon". His attention returned to the figure. Not aggressive in any way and the skald kept his tone calm and even friendly, but the handaxe was on the ready. OOC .
  17. PC Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 "Let me help." Allera waved her hand over the disgustingly smelling and looking lamp to return the shiny object to its natural state. "Much better!" She tried her best not to look at the heap of meat on the floor. Instead, she looked at the mould Thodin was pointing at (no less disgusting, to be fair) and past it. "Hm... I can not freeze the thing. But... That "egg" looks very interesting. If we can not get to it, maybe we can get the thing to us? Say, a rope around it and then we pull the rope together?" (If idea is accepted, Allera can fix the rope with help of Mage Hand or Unseen Servant - that on itself should be able to drag 30 pounds of weight) Mechanics Main Hand: Empty Off Hand: Empty Action: 1. Prestidigitation to clean the lamp, 2. Mage Hand or Unseen Servant if we are trying to get the egg to us. Bonus Action: Move: Manipulate: Your one free object interaction goes here.
  18. Meanwhile, Ivy was checking fresh bodies for anything valuable. Mundane weapons could be sold, probably, if any good. But who knows, those bandits could have something else hidden.
  19. We can not simply walk past each other, right? It's a narrow tunnel. But if there is curiosity about the room ahead and Yngilvidr is not willing to go first, Ozemur is all for squeezing past her and checking it out before we return to the crossection.
  20. First thing to say is that your ego should rest peacefully. We are trying a very new system that changes as we play and we test it on an official module. Whatever we might criticize is on CR. So far I can say that I still like the core idea of the mechanics - Hope/Fear. But like others unsure about the initiative and action economy. It might feel better and smoother at the table. For the PbP it does seem like more structure is needed. Block initiative and 1 post per "turn" can work but there is a problem with interruptions. For example, the thief freely took the package with at least three PCs around. Sure, we were in combat but there was no window to say "I risk an attack of opportunity (or whatever analog we have here if it exists at all) and grab the package preventing the thief from taking it." Again, at the table it would be simple and - I think - expected. But how can we handle it here?
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